Zipper Interactive. Socom 4 (PS3).

November 2009 - April 2012 | Redmond, WA
During my time at Zipper, I was responsible for modeling & texturing of various props & large environmental assets. I have worked along side with level designers, and set-up asset hierarchies and environmental animations. I have contributed work in both PVE and PVP experiences.

Progress shots & more on my flickr page.
I'm an Ops Commander.

Socom 4 // Fluid Dynamics

I was responsible for some of the largest pieces of this level. Both exterior & interior of the large control building & the huge dam. The buildings had to be broken into six chunks and reassembled in the game editor due to it's bounding boxes restrictions.

Socom 4 // Leviathan

I was responsible for the modeling & texturing of the littoral ship, warehouses, & the tanker ship in the distance. They were featured in both the Leviathan & White Tiger PVE missions. The assets were later re-purposed for use in the PVP map, Port Authority.

Socom // Outpost

I was responsible for architect, modeling, & re-texturing of the modular garages featured in the PVP map, Outpost. I have also done custom collision, optimizations, & LODS.

Socom // Dev 

Nathan Herzog | Senior Environment Artist at Cryptic Studios
"I worked with Frankie during the production of SOCOM 4 as part of strike team “November.” He was one of 3 asset artists I could rely on for high quality work on large and complex assets that looked awesome when completed. His great and vast knowledge of Maya served myself and others many times, if I couldn’t figure something out he was the guy I went to. Frankie always maintained a calm and good natured demeanor even during our stressful deadlines and heavy workload."

Cisco Martinez | 3D Artist at War Gaming
"Frankie is a super star in the best sense. He is one of those guys who is way more talented than his age shows, yet it's hard to be jealous of him because he's such a humble person. He can hop on to any task and immediately show you how to do it better. With all the qualities you want in a 3d/environment artist; he works fast, produces high quality work, and has an sponge-like appetite to learn more. If Frankie doesn't know how to solve a problem, he will spend the night at home figuring out, then gladly share his tricks the next day. You could hardly as for more in an employee."